﻿////////////////////////////////////////////////////////////////////////////////////
// CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_Regular" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		
		_Level ("_Level", Range(1.0, 16.0)) = 4.0
		_Distance ("_Distance", Vector) = (30.,0.,0.,0.)
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _Level;
			uniform float4 _Distance;
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }

float nrand(float2 n) {
	
  return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
}

#define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )

float4 frag (v2f i) : COLOR
{
	float2 uv = i.texcoord.xy;
	
	float2 seed = uv+frac(_TimeX);
	float nrnd = nrand(seed);
	float srnd = nrnd-0.5;
	
	int num_samples = int(_Level);
	const float num_samples_f = float(num_samples);
	
	float2 dist = _Distance / _ScreenResolution.xy;
	float2 p0 = uv - 0.5*dist;
	float2 p1 = uv + 0.5*dist;
	float2 stepfloat = (p1-p0)/(num_samples_f-1.0);
	float2 p;

	p = p0;
	float4 sum = tex2D( _MainTex, p );
	for(int i=1;i<num_samples;++i)
	{
		p+=stepfloat;
		sum += tex2D( _MainTex, p );
	}
	sum /= num_samples_f;
	
	return sum;
}
			
			ENDCG
		}
		
	}
}